Class: Lotu::SteeringSystem
- Inherits:
-
BaseSystem
- Object
- BaseSystem
- Lotu::SteeringSystem
- Defined in:
- lib/lotu/systems/steering_system.rb
Defined Under Namespace
Modules: UserMethods
Instance Method Summary collapse
- #activate(behavior) ⇒ Object
- #arrive(deceleration = :normal) ⇒ Object
- #deactivate(behavior) ⇒ Object
- #evade ⇒ Object
- #evade_multiple ⇒ Object
- #flee ⇒ Object
-
#initialize(user, opts = {}) ⇒ SteeringSystem
constructor
A new instance of SteeringSystem.
- #local_to_world(local_target, heading, side, pos) ⇒ Object
- #pursuit ⇒ Object
-
#seek ⇒ Object
The steering behaviors themselves.
- #update ⇒ Object
-
#wander ⇒ Object
TODO: Fix wander.
Methods inherited from BaseSystem
Constructor Details
#initialize(user, opts = {}) ⇒ SteeringSystem
Returns a new instance of SteeringSystem.
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# File 'lib/lotu/systems/steering_system.rb', line 5 def initialize(user, opts={}) super # Add new functionality to Actor @user.extend UserMethods # Initialize attributes default_opts = { :mass => 1, :max_speed => 350, :max_turn_rate => 180, :max_force => 300, :wander_radius => 120, :wander_distance => 240.0 } opts = default_opts.merge!(opts) @user.mass = opts[:mass] @user.max_speed = opts[:max_speed] @user.max_turn_rate = opts[:max_turn_rate] @user.max_force = opts[:max_force] @user.wander_radius = opts[:wander_radius] @user.wander_distance = opts[:wander_distance] # More attributes @behaviors = {} @force = Vector2d.new @zero = Vector2d.new @user.pos.x = user.x @user.pos.y = user.y end |
Instance Method Details
#activate(behavior) ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 73 def activate(behavior) @behaviors[behavior] = true end |
#arrive(deceleration = :normal) ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 94 def arrive(deceleration = :normal) return @zero if @user.target.nil? deceleration_values = { :fast => 0.5, :normal => 1, :slow => 2 } deceleration_tweaker = 1.0 to_target = @user.target - @user.pos distance_to_target = to_target.length if distance_to_target > 10 speed = distance_to_target / (deceleration_tweaker * deceleration_values[deceleration]) speed = [speed, @user.max_speed].min desired_velocity = to_target * speed / distance_to_target return desired_velocity - @user.vel else @user.vel /= 1.15 @user.accel /= 1.15 end return @zero end |
#deactivate(behavior) ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 77 def deactivate(behavior) @behaviors[behavior] = false end |
#evade ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 132 def evade return @zero if @user.pursuer.nil? to_pursuer = @user.pursuer.pos - @user.pos look_ahead_time = to_pursuer.length / (@user.max_speed + @user.pursuer.vel.length) predicted_position = @user.pursuer.pos + @user.pursuer.vel * look_ahead_time @user.target = @user.pursuer.pos return flee end |
#evade_multiple ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 141 def evade_multiple return @zero if @user.pursuers.empty? combined_velocities = Vector2d.new combined_positions = Vector2d.new @user.pursuers.each do |p| combined_velocities += p.vel combined_positions += p.pos end combined_velocities /= @user.pursuers.length combined_positions /= @user.pursuers.length to_pursuers = combined_positions - @user.pos look_ahead_time = to_pursuers.length / (@user.max_speed + combined_velocities.length) predicted_position = combined_positions + combined_velocities * look_ahead_time @user.target = combined_positions return flee end |
#flee ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 88 def flee return @zero if @user.target.nil? desired_velocity = (@user.pos - @user.target).normalize * @user.max_speed return desired_velocity - @user.vel end |
#local_to_world(local_target, heading, side, pos) ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 170 def local_to_world(local_target, heading, side, pos) local_angle = heading.angle_to(local_target) x = Gosu.offset_x(local_angle, local_target.length) y = Gosu.offset_y(local_angle, local_target.length) world_point = Vector2d.new(x, y) + pos end |
#pursuit ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 117 def pursuit return @zero if @user.evader.nil? to_evader = @user.evader.pos - @user.pos relative_heading = @user.heading.dot(@user.evader.heading) if to_evader.dot(@user.heading) > 0 && relative_heading < -0.95 @user.target = @user.evader.pos return seek end look_ahead_time = to_evader.length / (@user.max_speed + @user.evader.vel.length) predicted_position = @user.evader.pos + @user.evader.vel * look_ahead_time @user.target = predicted_position return seek end |
#seek ⇒ Object
The steering behaviors themselves
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# File 'lib/lotu/systems/steering_system.rb', line 82 def seek return @zero if @user.target.nil? desired_velocity = (@user.target - @user.pos).normalize * @user.max_speed return desired_velocity - @user.vel end |
#update ⇒ Object
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# File 'lib/lotu/systems/steering_system.rb', line 36 def update @user.pos.x = @user.x @user.pos.y = @user.y @force.zero! @behaviors.each_pair do |behavior, active| @force += send(behavior) if active end @user.accel = @force / @user.mass @user.accel.truncate!(@user.max_force) max_angle = @user.max_turn_rate * @user.dt new_velocity = @user.vel + @user.accel * @user.dt angle_to_new_velocity = @user.heading.angle_to(new_velocity) if angle_to_new_velocity.abs > max_angle sign = @user.heading.sign_to(new_velocity) corrected_angle = @user.heading.angle + max_angle * sign @user.vel.x = Gosu.offset_x(corrected_angle, new_velocity.length) @user.vel.y = Gosu.offset_y(corrected_angle, new_velocity.length) else @user.vel = new_velocity end @user.vel.truncate!(@user.max_speed) @user.pos += @user.vel * @user.dt if @user.vel.length > 0.0001 @user.heading = @user.vel.normalize end @user.x = @user.pos.x @user.y = @user.pos.y @user.angle = @user.heading.angle end |
#wander ⇒ Object
TODO: Fix wander
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# File 'lib/lotu/systems/steering_system.rb', line 159 def wander wander_jitter = 10 @user.wander_target += Vector2d.new(Gosu.random(-1,1), Gosu.random(-1,1)) @user.wander_target.normalize! @user.wander_target *= @user.wander_radius target_local = @user.wander_target + Vector2d.new(0, @user.wander_distance) target_world = local_to_world(target_local, @user.heading, @user.heading.perp, @user.pos) return target_world - @user.pos end |